Files

3.6 KiB
Raw Permalink Blame History

Design Psychology (inspired by The Design of Everyday Things)

Keep this as a compact reference. Use it when explaining why a design is confusing and how to fix it. This is a paraphrased summary, not a verbatim excerpt.

Affordances (示能性 / 可供性)

  • An affordance is what an object allows a person to do.
  • In UI, you mostly manage perceived affordances: what people think they can do.

Practical rule:

  • If an action is important, it must be discoverable without hover, tooltips, or prior training.

Signifiers (指示符)

  • Signifiers are the cues that indicate possible actions.

Examples in UI:

  • Button shape, link styling, icons + labels, hover/focus states, cursor changes, microcopy.

Practical rule:

  • Use the smallest signifier that removes ambiguity. Default to labels for non-obvious actions.

Mapping (映射) / Natural mapping

  • Mapping is the relationship between controls and their effects.
  • Natural mapping means the layout/relationship mirrors the real-world mental model.

Practical rules:

  • Put controls near what they control.
  • Use spatial grouping to show what belongs together.
  • For multi-part objects, align actions with the part they affect (per-item actions next to the item).

Constraints (约束)

  • Constraints limit possible actions, preventing errors and reducing thinking.

Types you can use in UI:

  • Physical constraints (not literal in UI, but you can simulate via disabled states)
  • Logical constraints (only valid combinations are allowed)
  • Semantic constraints (meaning-based limits)
  • Cultural constraints (conventions users expect)

Practical rules:

  • Prefer constraints + defaults over warnings.
  • If you must block an action, explain the requirement and provide a path to satisfy it.

Conceptual model (概念模型)

  • Users form an internal model of how the system works.
  • Your UI should make the correct model obvious.

Practical rules:

  • Use consistent nouns/labels for objects.
  • Use consistent verbs for actions.
  • Show cause-effect clearly (do X -> see Y change).

Feedback (反馈)

  • Feedback tells people what happened after an action.

Practical rules:

  • Always provide immediate feedback for interaction (press/hover/loading).
  • If an operation takes time, show progress or a clear waiting state.
  • After success/failure, clearly state the outcome and the next step.

Gulfs of execution & evaluation (执行鸿沟 / 评估鸿沟)

  • Execution gulf: user cant figure out how to do what they want.
  • Evaluation gulf: user cant tell what happened or what state the system is in.

Practical diagnostic:

  • If users hesitate before acting: reduce execution gulf (clear CTA, clearer signifiers, simpler choices).
  • If users repeat actions / rage-click: reduce evaluation gulf (loading, disabled, progress, clearer results).

Slips vs mistakes (失误 vs 错误)

  • Slip: the goal is correct, the action execution goes wrong (fat-finger, wrong click).
  • Mistake: the mental model/goal is wrong (user thinks it works differently).

Practical rules:

  • Slips: add undo, confirmations for destructive actions, safer hit targets, better spacing.
  • Mistakes: fix labeling, mapping, and conceptual model; add just-enough explanation.

Knowledge in the world vs in the head (外部知识 vs 头脑知识)

  • Good design puts knowledge in the world: visible options, clear labels, previews, examples.

Practical rule:

  • Dont force users to remember constraints. Surface them at the point of decision.

Modes (模式) and mode errors

  • Modes mean the same action produces different results depending on state.

Practical rule:

  • Avoid modes; if unavoidable, make mode state extremely visible and easy to exit.